Skyrim Special Edition
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  1. Stillsnow1234
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    Wait a minute. You are also the author of CBBE 3BA right? Is it not possible to change the issue with joints at fundamental level? Or is the problem something inherited from base CBBE?
    1. Acro748
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      The fundamental problem lies in skeleton and animation
      And 3D animations and 3D latest games can have this issue even not skyrim
      But unlike skyrim they have solutions and fixed it

      The reason is that when you bend a straw like knees
      Just think about bending once or bending more than twice
      so when once bent, it looks the same as Skyrim's knee
      but more than twice is not

      Or there are ways that animators can refrain from such movements or manually release joint restrictions and add correction
      But this requires the animators have to do more work and a lot of understanding of the animation

      This is just an example and there are other ways to solve this problem besides adding joints
      but skyrim is a 2011 game so unlike other latest games these modifications have not been added


      Other than fundamentally solving, there are ways to prevent them from being easily noticed even not solve the issue
      Few of them includes bone weights, mesh shape, bone position
      the less noticeable it when the thicker the thigh or don't use some sliders that break the mesh mapped to bone position like the Knee height slider

      and there is a difference in bone weights
      bone weights are actually a double-edged sword

      Below is a comparison bone weights
      and top is CBBE and bottom is BHUNP


      a weak bend
      Spoiler:  
      Show




      CBBE is natural but BHUNP is caved


      a middle bend
      Spoiler:  
      Show




      They both looks okay


      a strong bend
      Spoiler:  
      Show




      CBBE is totally clipping but BHUNP is less more than CBBE


      CBBE making it look natural when without that animation but has left this issue to the animators
      BHUNP making it look natural in that animation but prayed that the user would not notice any other problem

      The result was that the most animators did not add correction or added not enough a correction about it
      and people are paying attention to the problem and didn't notice other problem
      That's the main reason CBBE feels like it's a big knee problem

      But the fundamental problem is skeleton and animation from the 2011 game so it's just like licks the surface 
      and it's like fighting over who's hiding it well, not just solved or unsolved


      anyway the purpose of this mod is to insert a manual correction that the animators have not added in real time
      so it can fix the bone joint issue and reduce the work of animators because it is automated
    2. Stillsnow1234
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      Thank you very much for such a detailed explanation. I think I get it now :)
      Sorry for taking up so much of your time.
    3. modal1
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      Great explanation, thank you!
    4. Kaskari
      Kaskari
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      Great explanation. You should pin it :)
  2. Acro748
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    To reports the crash
    please post entire crash log

    If you don't know how to generate crash logs
    please use 
    Crash Logger
    And you can use controlc or pastebin or spoiler to post that long log

    if there are definitive conditions for your crash
    then let me know that conditions
    if not, i can't do anything without crash log
  3. MustDy
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    Okay, an interesting observation. 
    For some reason on my LO (400+mods), when I remove and/or add new mods (I am not within the limit of esp/espfe) I do keep CTDs upon loading save games. This applies to even simpliest mods, like an outfit ones, without any scripts/quests.

    Crash logger kept reporting fHDTSMP and MuJoint in the logs, but I needed to redo a lot of stuff with the LO I just decided to abandon the save and after editing LO start a new game.

    And yet it happened again - while I only added 1 outfit mod, I can no longer load my save.
    What is interesting tho, is that it only applies to Autosave and Quicksave - the earlier created normal savegame works fine - despite the fact that mod difference is the same between them.

    And yet again crashlogger keeps mentioning fHDTSMP and MuJoint. 

    Can you please confirm if it is or not related to these two? 

    PS
    Okay, scratch the above. 
    Uninstalling MuJoint results in completely same behaviour, thus it is for sure not related. 

    PSS
    Not even related to physics.
    Removed MuJoint, fHDTSMP and CBPC - same result, auto/quick saves are CTDing, while normal saves do not - just crash logger no longer mention them.
    1. prabhath
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      found any solution ? think same thing happening to me
    2. Angolias
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      Most of the time when you have a CTD , crash loger will point these modes at the top, and they are not actually the cause, scroll further down, and look at the mod with the highest call. If the crash log does not show the cause then you have a mod with incorrect meshes or occlusion issues. Lighting modes usually don't show up if you have a lighting problem. 
    3. MustDy
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      I assume it has something to do with specifically quick/autosaves and changing LO, in particular changing ESPFE order. 
      I tried cleaning the save, tried running NifScan (and fixed some broken meshes it found), fixed some errors in .esp files with xEdit - all the same, it keeps crashing on load, while normally loading the manual saves.
    4. Acro748
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      even it exists in log, doesn't necessarily mean it caused problems

      when you look at
      [ 0] 0x7FFDF96A3D84 SchlongsOfSkyrim.dll+0013D84
      num 0 is where the crash happened, so you can see where it happened

      but even if you know where the crash pointthere are times when don't know why it happened
      in particular, you won't know under what circumstances it was loaded
      [ 1] 0x7FFDFDCA86FFskse64_1_6_640.dll+00886FF
      num 1 is the function that was loaded just before the num 0 function was loaded
      It is directly related to num 0 (crash point) and if you look into it, you can see why

      of course, there are times when you don't know why even you look into this
      then you can look into the line num 2 right below it
      but compared to num 1, it's less relevant to num 0

      the more you go down, and the bigger the line number, most likely not related to the crash
      so you should focus only on lines with moderately small numbers

      [12] 0x7FFDFA92A8B9hdtSMP64.dll+00BA8B9
      [13] 0x7FFDFA2E5EC7 MuJointFix.dll+0025EC7
      so its line numbers 12 and 13 are very far from the crash point
      you don't deserve to look into it

      so at least to be relevant, you need to find it within 5 lines
      yeah, you won't find out just by address
      so i know you have no choice but to focus on the familiar names that are written
      to investigate it in detail, you need to reverse engineering yourself using IDA
      but with these rules in the call stack, at least you can see if it relevant with the crash even without IDA


      btw, In your log, it happened in SOS
      there was a crash while reading save data in SOS

      it is a famous crash and if you investigate the SOS crash, you'll get a lot of relevant info
      The SMP and MuJointFix shown there are only putting them on the call stack to load themselves when the frame is first called
      and nothing is actually loaded

      also the save load is also done at the beginning of the frame
      so it's not relevant, but it's just marked together because it's close in time
    5. MustDy
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      Thats definitely help to understand it better. My hugest regards for this detailed explanation. 
      Will look closer to SoS.

      PS
      Yes, it is SoS, and yes, workaround works. 
      Remove SchlongsOfSkyrim.dll from you SKSE folder, load save, make a new manual save, quit, place dll back and you are good to go.
      Thanks again. I am glad I have not yet deleted the saves I thought are dead.
    6. manguz
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      SOS dll will crash if you change Masters plugins load order
    7. WarAcez
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      Here is the replacement .dll file fix for SoS.dll file so you can download more mods. I don't know if I can paste the links here but if not please tell me after you read how so I can remove it. It is an old thread pre-anniversary edition but I think it will work in any version of the game

      https://www.loverslab.com/topic/180467-schlongs-of-skyrim-dll-ctd-fix/page/2/#comment-3779387
  4. ff7legend
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    Any plans to look into possible improvements to the shoulder joint?  That thing is awful & in dire need of fixes/improvements...
  5. BurnsofWhiteFire
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    Needf help figuring this one out. This happens particularly common with multiple female mannequins. The Safehouse in LOTD for example.
    https://pastebin.com/W3ZsQ8xf
  6. ReviHurricane
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    So, I am on a new install and running 1.6.1130 I am crashing when trying to start a new playthrough. I tried removing the SOS.dll but still crashing. My crash log : 2024-01-27-04-09-05.log - Pastebin.com Maybe I am not seeing something, or I have done something wrong. Does anyone have any
    advice for me? Thanks in advance.

    Update: I removed SOS, HDTSMP, and Mu Joint. I launched again to see what would happen and crashed again. This was the new crash log: 2024-01-27-04-38-00.log - Pastebin.com in case it helps.

    Update: It turns out my issue was within one of my JK's Interiors Patches. I got that all settled and now my WASD keys don't work.
    1. TheFeralDog
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      which interior patch?
  7. Klivia
    Klivia
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    [deleted wrong mod page]
  8. Barrbarrooz
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    Thank you for this detailed informations. Tried to follow all links and ideas in the sticky but I just get CTDs. Is there anyone can explain the rutine of making this run with SOS?
  9. Avrovski
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    God bless that sticky post about SoS.dll fix.
  10. FinalCraneFall
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    Does the current version support 1.6.1170?
    1. wellden
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      From description page:
      "2.0.0 is available right now! migration to commonlib-NG ..so one dll file can support SE/VR/AE"
  11. hgjhjhjkl
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    Compatible OStim Standalone - Advanced Adult Animation Framework ?
  12. sknnnn
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    How to enable logging in the latest version?

    I'm trying to debug game freezing and need a list of last loaded NPCs.

    Prev. versions had this option:
    #logging to "My Documents\My Games\Skyrim Special Edition or Skyrim VR\SKSE\MuJointFix.log" file
    Logging = 0

    Or is it in a different location now?
  13. micro44user
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    Hello just tested this mod , results : not working:

    https://ibb.co/jVqMxNf
    https://ibb.co/KhXcbMD